Introduction
Birthplace - Hong Kong
Height - 5' 9"
Weight - 167 lbs
Fighting Style - Suihassenken
Interests - Sake
POW: 3
SPD: 3
DEF: 3
Strengths | Weaknesses |
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Normal Attacks
Standing Normals
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5A | 1330 | 2 | - | - | H/L | Yes | - | - |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5A | 1330 | 3 | - | - | H/L | Yes | - | - |
Because of the negative edge system in Double Dragon, you will basically always get the 5AA command normal after this unless you hold the A button down to prevent it. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5B | 2660 | 6 | - | - | H/L | Yes | - | - |
A solid mid poke, good range and startup and doesn't whiff on crouchers. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5B | 2660 | 5 | - | - | H/L | Yes | - | - |
Shares an animation with 421X. Like all of Cheng-Fu's close normals, has a command normal extension. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5C | 3990 | 12 | - | - | H/L | Yes | - | - |
Further range than 5B, but a lot slower. Hits behind Cheng-Fu as well, if you can somehow engineer that situation. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5C | 2660 | 6 | - | - | H/L | Yes | - | - |
Pretty low damage for a close C normal, but 5CC gives it a bit of extra punch. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5D | 5684 (2660+3084) | 8 | - | - | H/L, H/L | Yes (1st hit) | - | - |
A two-hit advancing attack, great for links in jump-in combos, especially after stun. Second hit is not overhead despite appearances. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5D | 2660 | 8 | - | - | H/L | Yes | - | - |
Possibly the lowest-damage Close 5D in the game. Interestingly, this move actually has two separate hitboxes, one on the hands and one on the feet, but they appear to share the same properties. Basically always a good idea to use 5DD after this. |
Crouching Normals
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2A | 1330 | 2 | - | - | H/L | Yes | - | - |
2f jab, good abare button like many others but has very short range. Link this into 2D for a decent damage confirm. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2B | 2660 | 6 | - | - | H/L | - | - | - |
A fine mid poke. Decent range but doesn't hit low. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2C | 3990 | 10 | - | - | L | Yes | KD | - |
Something closer to most other character's 2Ds. Cheng-Fu's least remarkable grounded button, scores a knockdown with okay damage and okay reach. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2D | 4676 (2660+2016) | 8 | - | - | H/L, L | Yes | KD | - |
Very good startup, great range, and both hits can be cancelled. Excellent button all around, serves as an easy and consistent way to combo into Cheng-Fu's Ranbu super. |
Aerial Normals
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
8A | 1330 | 3 | - | - | H | N/A | Variable | Variable |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
7/9A | 1330 | 3 | - | - | H | N/A | Variable | Variable |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
8B | 2660 | 6 | - | - | H | N/A | Variable | Variable |
Tiny range, avoid this one. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
7/9B | 2660 | 9 | - | - | H | N/A | Variable | Variable |
Cheng-Fu clasps his hands together and swings them downwards. Hits the furthest below Cheng-Fu of any of his jump-ins. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
8C | 3990 | 6 | - | - | H | N/A | Variable | Variable |
Silly looking split kick, highly active but low range. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
7/9C | 3990 | 7 | - | - | H | N/A | Variable | Variable |
Awesome crossup hitbox and solid range. Great all-purpose jump button. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
7/8/9D | 5320 | 19 | - | - | H | N/A | Variable | Variable |
Slower, beefier version of J. C. This is the gateway to Cheng-Fu's incredible combo game, use it after any successful throw to start big damage. |
Command Normals
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5AA | 1330 | 3 | - | - | H/L | Yes | - | - |
Quick downwards hand strike, not much to say about this one. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5BB | 1330 | 3 | - | - | H/L | Yes | - | - |
Identical to 5AA. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5CC | 2660 | 4 | - | - | H/L | Yes | - | - |
Basically just bonus damage for close 5C. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5DD | 3990 | 8 | - | - | H/L | Yes | - | - |
Good damage with high pushback. Most of Cheng-Fu's specials are unsafe on block so this is a solid way to end pressure instead. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2X | 7600 | 74 | - | - | N/A | No | KD | - |
Cheng-Fu's universal pursuit attack. |
Throws
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
4/6B/C/D | 0 | 1 | - | 0 | N/A | No | Stun | N/A |
Cheng-Fu takes a swig of his special brew and spits it in the opponent's face. An extraordinary throw that is integral to Cheng-Fu's gameplan. On hit this will instantly stun the opponent, allowing Cheng-Fu tons of time to set up a highly damaging jump-in combo with no worry of retaliation. Makes Cheng-Fu's punish game incredibly deadly, as like all throws it has instant startup. |
Special Moves
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
A | 236A | 6426 (1330+1064+4032) | 14 | - | - | H/L | Into | KD | - |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
B | 236B | 7434 (1330+1064+1008+4032) | 16 | - | - | H/L | Into | KD | - |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
C | 236C | 8218 (1330+1064+1008+1008+3808) | 18 | - | - | H/L | Into | KD | - |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
D | 236D | 9170 (1330+1064+1008+1008+952+3808) | 20 | - | - | H/L | Into | KD | - |
Cheng-Fu advances with multiple hand strikes, ending with a ki-infused 5C that knocks the opponent down. Stronger versions are slower but add additional hits to the combo. The safest of Cheng-Fu's specials, but on the slower end and has fairly limited range. Deals fantastic chip damage, useful for closing out rounds. |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
A | 214A | 6080 | 6 | - | - | H/L | Into | KD | - |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
B | 214B | 6840 | 7 | - | - | H/L | Into | KD | - |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
C | 214C | 7600 | 8 | - | - | H/L | Into | KD | - |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
D | 214D | 8360 | 9 | - | - | H/L | Into | KD | - |
Cheng-Fu catapults himself forwards with a flying kick. Invincible on startup. Travels in a downwards arc, stronger versions hit harder and fly much further. A reversal special with good damage and extremely long range, can combo consistently off of basically any of Cheng-Fu's buttons. Very unsafe at close range but can be spaced to mitigate the risk. |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
A | 623A | 6080 | 5 | - | - | H/L, H | Into | KD | - |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
B | 623B | 6840 | 5 | - | - | H/L, H | Into | KD | - |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
C | 623C | 7600 | 5 | - | - | H/L, H | Into | KD | - |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
D | 623D | 8360 | 5 | - | - | H/L, H | Into | KD | - |
Cheng-Fu rises into the air with a side kick, then descends with an axe kick while landing on his back. Invincible on startup. Stronger versions deal more damage and rise higher into the air. This is a more traditional DP-style reversal for Cheng-Fu, with the interesting bonus of a second overhead hit on the way down. Highly unsafe on block, so use this only when you're confident it will land. Both hits can connect in one use, but this requires very specific spacing and is not consistent. |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
A | 421A | 6080 | 3 | - | - | N/A | Into | KD | N/A |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
B | 421B | 7220 | 3 | - | - | N/A | Into | KD | N/A |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
C | 421C | 8360 | 3 | - | - | N/A | Into | KD | N/A |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
D | 421D | 9500 | 3 | - | - | N/A | Into | KD | N/A |
Cheng-Fu takes a defensive stance; if the opponent strikes him during this move he grabs them and tosses them overhead. Stronger versions deal higher damage and send the opponent further, but have fewer active frames. A pretty niche special without a ton of use since it isn't instant and Cheng-Fu has a lot of other, more consistent defensive options. Deals good damage for what it's worth. |
Super Moves
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
236XX | 7266 | 19 | - | - | H/L | Into/Yes | - | - |
Cheng-Fu strikes a pose before performing seven advancing hand strikes. Can be freely cancelled into normals or specials at any point in its animation. Deals low damage in a vacuum but the cancel property allows you to add on whatever you want to the end. A unique super with great utility, very flexible in terms of how it can be inserted into blockstrings or combos. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
623XX | 14648 (256*8, 12600) | 16 | - | - | H/L | Into | KD | - |
Cheng-Fu dashes towards his opponent and performs a quick string of rapid-fire attacks, ending in a powerful Kouryuu Kyaku. A classic SNK-style Ranbu super, deals great damage, travels far, and fully invincible. Another strong reversal, and very easy to combo into while dealing great damage. |
The Basics
Cheng-fu is a heavy rushdown with all the tools and moves he needs in his arsenal. With outstanding ground pressure, Cheng fu could end his opponent immediately within 1 stun
His 623X and 214X makes it really good with wakeups and reversals
Combos
2A 2A 5B 214X
2A 2B 236A/B/C
8D 5B 5D 5A 2D 623AB
66C 5D 236AB
2A 2A 2A 5B 214X
Combo Launchers:
8D 5D
8D 5C
8D 66C
Intermidiate: 8D 5Cx2 5B 66A 5B 236AB 2A 5D 214X
8D 5Bx2 5D 5A 5D (loop until death)